And conversely, the base speed v needed to bunnyhop on a height difference h with jump speed* s and sv_gravity g is given by:v = sqrt(s^2 - 2gh)

*see entry on jump speed below

QUOTE

Dependence of movement speed on framerate:

For the purposes of movement, the unit time varies with framerate. This causes variation in movement speed that does not show up on cl_showspeed, and is the reason for drastically lengthened jump durations at certain very high framerates.

The dependence of attack rate on framerate appears defined by the statement that there must be a constant integer number of frames between attacks at any framerate. The measured numbers of frames between attacks for each framerate value are shown below for selected weapons:

Thus it takes 0.19 seconds* to reach maximum non-celerity horizontal speed (aiming between 0 and 36 degrees from the horizon) and 0.25 seconds to reach maximum celerity horizontal speed (aiming between 0 and 32 degrees from the horizon).

* remember that the first attack fires instantly - that is, in one frame.

Blinking while standing on the ground also automatically jumps for an additional 268 units of speed upward.

Addition 2, 3/1/07: JetpackJetpack vertical acceleration is modeled at 100 fps by a = 7.16s - 324 (in units/second^2), where s is the base run speed. (Note: This does not include the effect of gravity; to account for that, subtract 800.)

The dependence of this on framerate, as with gravity, is as the inverse of the time multiplier with respect to speed or the inverse square of the time multiplier with respect to distance.

If a directional command is held while using the jetpack, 12 units of speed are added to the horizontal velocity per frame, regardless of the framerate.

The jetpack's vertical and horizontal thrusts are independent.

Addition, 3/9/07: FrictionAt speeds above 100 units/second, the acceleration due to friction is -sv_friction*v (in units/second^2), where v is the horizontal velocity.

At nonzero speeds below 100 units/second, the acceleration due to friction is a constant 100*sv_friction units/second^2 opposite the direction of motion.

Addition 2, 3/9/07: Surface accelerationThe ground acceleration of every class is (base run speed)/(0.1 seconds). (Note this does not include the effects of friction.)

Addition, 5/21/07: Jump speedJump speed for every class is 268 units/second. However, HL seems to apply changes in velocity before changes in position, so one frame's worth of gravity is subtracted from the speed before you even leave the ground.

Actually, its either 75 or 77, think its 77. One of my clan memebers uses fps_max of 77 while playing. At the start of his jump script he has his fps_max go to I think 200 and back to 77 at the end. This allows him to fire at max speed and his jumps fire faster allowing for less of a speed loss when bunnyhopping.

Actually, its either 75 or 77, think its 77. One of my clan memebers uses fps_max of 77 while playing. At the start of his jump script he has his fps_max go to I think 200 and back to 77 at the end. This allows him to fire at max speed and his jumps fire faster allowing for less of a speed loss when bunnyhopping.

Are you sure it's not 76? 77, in my measurements, gave a significantly lower attack rate (it is one of the troughs).

So basically, a good compromise for having decent fps, decent bhopping (time multiplier) and lmg rof would be 111 fps?

Hmmm, apparently i have to play in "developer 1" or i seem to be capped at 100 fps even with v-sync off. And HL seems to reset to dev 0 randomly when i play?! May need to bind a key to re-reset it to 1 easily while playing.

Another question; when i set fps_max to 111, i'm capped at 110 fps (or so cl_showfps tells me). Setting fps_max to 112 seems to do the trick (capped at 111 then), is that the exact setting i have to use? Or do i have to set it at 111 regardless of what cl_showfps and r_speeds 1 tells me?

Droggog - It's worth noting (afaik) that developer 1 does not give the FPS it claims. As a Developer tool, it shows your potential FPS you would be getting, were the engine to bother rendering that many frames. Of course, I'm sure one of the Developer team could elaborate more, I'm not an expert by any stretch of the imagination.

That was my theory too Shockwave, at least until some friends of mine demonstrated that FPS above 100 does do some interesting things... such as jetpacking along the ground with 400 FPS allows you to get up to 1300 ground speed.

A framerate above 100 fps definitely affects ingame timings; whether the video device actually renders more than 100 frames in a second is what is uncertain (and usually the answer I hear is indeed "no").

Yeah, curious, i played a bit with this, and i clearly noticed some changes at 111 fps compared to 100 fps (about attack rates, no jetpack tests so far);

With the knife, or skulk bite, i clearly felt a negative effect (it's a bit slower, it seems). About the lmg rof, honestly, i felt no change. It probably does, but compared to 100 fps it's so minimal it feels the same to me. Ideally, we would need a graph for each weapon so we could load a .cfg for each class (marine, skulk, lerk, fade, etc...) with optimal settings, for testing purpose.

About bhopping, the only thing i noticed is that i may need to add one more "wait" in my script, nothing else

Then again, i'm judging from what i see client-side. How the server interpret this i've no idea.

also, what about framerates in the high 500's? i dont mean to brag, but i regularly get 400+ fps on combat maps and 300+ on classic. how would this impact my play?

That is not at all unusual considering the age of the half life engine, one thing you should note is that you can not see more frames than your monitors refresh rate, some people believe having a higher frame rate still makes gameplay seem "smoother" even when your monitor isn't displaying the frames and I would suggest its the above type of effects which lead to this.

i may not be the best player in the game, and maybe its because this stuff eludes me, but i enjoy simply playing the game using most of the regular settings. going throught the console and cfg files simply doesnt entice me.

personally, i think this stuff should all be server-side... this is probably half the reason servers are so laggy all the time, people's rates are constantly so out of whack with each other, but, again, what do i know?

I've got to wonder how exactly they tied in that kind of stuff to frame rate... even accidentally.

@ Krimson: You're not missing much by not understanding this stuff... As was said, it's just another quirk of the aging HL engine... which IIRC is basically an updated quake based engine...

There's no real way to regulate a players video frame rate via server side. It would add just another thing that would have to be communicated between the 16+ players and the server at all times... The ROF and Movement items would be possible to add into the packets... but it would add a number of calculations to the server that it really shouldn't have to deal with, especially since they're not going to get rid of the bunny-hopping "glitch" in NS. (It's a glitch for everyone else... but eh.)

Chaos born of order, from home to field of glory fellGo forth and give your foe a guided tour of hell!! - My eternal boredom.

i may not be the best player in the game, and maybe its because this stuff eludes me, but i enjoy simply playing the game using most of the regular settings. going throught the console and cfg files simply doesnt entice me.

personally, i think this stuff should all be server-side... this is probably half the reason servers are so laggy all the time, people's rates are constantly so out of whack with each other, but, again, what do i know?

So do I; ive never touched my rate's or anything like that; but "Pro" player's like to perfect there game to the Tee i guess...

i may not be the best player in the game, and maybe its because this stuff eludes me, but i enjoy simply playing the game using most of the regular settings. going throught the console and cfg files simply doesnt entice me.

personally, i think this stuff should all be server-side... this is probably half the reason servers are so laggy all the time, people's rates are constantly so out of whack with each other, but, again, what do i know?

i may not be the best player in the game, and maybe its because this stuff eludes me, but i enjoy simply playing the game using most of the regular settings. going throught the console and cfg files simply doesnt entice me.

personally, i think this stuff should all be server-side... this is probably half the reason servers are so laggy all the time, people's rates are constantly so out of whack with each other, but, again, what do i know?

Well it actually should be limited by the server.If I recall correctly your high fps only matters if the server does process them.

So if the server does process a maximum of 60 fps (there are console commands to set this limit) then you can get 600fps client side, but yet the whole engine treats you as if you were getting 60 fps. This is also the reason why you can experience server lags. Even if you are getting 600 fps your game will look sloppy when the server only calculates 20 fps due to too much entinitys. I am not sure, how listen servers are handling this issue, but I am assuming that the max server fps is dynamically changing with the actuall fps it displays on the listen server. This would explain why you can meassure the difference when making a listen server, but when joining a dedicated one you wont get any advantage/disadvantage out of your 600 fps, unless the server processes that much.

That is not at all unusual considering the age of the half life engine, one thing you should note is that you can not see more frames than your monitors refresh rate, some people believe having a higher frame rate still makes gameplay seem "smoother" even when your monitor isn't displaying the frames and I would suggest its the above type of effects which lead to this.

i dunno but playing with 85 fps which is my monitor refresh rate makes my eyes bleed and gives me a headache

<DOOManiac> my main thing about clans is they never seem to actually have fun when playing<DOOManiac> even if they're winning they are so caught up in the seriousness of the situation they don't have fun. its like work. where's the fun in that?